Render to Texture
by Ricardo Vladimiro · in Torque Game Builder · 08/02/2007 (3:05 am) · 3 replies
Hi
I'm writing this as one of the viable solutions for the t2dTextObject class problem, but it serves many purposes.
The idea behind it would be to create a t2dTextureObjectDatablock in which you could mount t2dStaticSprites. You could then create a t2dStaticSprite where imageMap would be a t2dTextureObjectDatablock.
Hope this is useful in some way.
I'm writing this as one of the viable solutions for the t2dTextObject class problem, but it serves many purposes.
The idea behind it would be to create a t2dTextureObjectDatablock in which you could mount t2dStaticSprites. You could then create a t2dStaticSprite where imageMap would be a t2dTextureObjectDatablock.
Hope this is useful in some way.
#2
08/02/2007 (4:44 am)
Being a suggestion, the idea is to be a new feature. :)
#3
Its a monthly topic since EA more or less ... :-)
The problem is more of "which way to use" on the OpenGL side which offers more than one way ...
And how to implement it usefully script side where you can not do any draw call but just enable and disable render settings. *without a material system similar to TGEA or Cypher, I don't see a usefull way for that for TGB Standard users*
Not that there wouldn't be quite some ideas that would definitely benefit of r2t support and I wouldn't mind having it as well.
08/02/2007 (5:38 am)
And not a new one ;-)Its a monthly topic since EA more or less ... :-)
The problem is more of "which way to use" on the OpenGL side which offers more than one way ...
And how to implement it usefully script side where you can not do any draw call but just enable and disable render settings. *without a material system similar to TGEA or Cypher, I don't see a usefull way for that for TGB Standard users*
Not that there wouldn't be quite some ideas that would definitely benefit of r2t support and I wouldn't mind having it as well.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
Hardware R2T or RenderTargets do not exist within TGB (TGE) unless you modify the engine code and implement it.